Proland
Events
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Milwaukee US   17, Jun — 22, Jun
New York US   17, Jun — 20, Jun
St. Petersburg RU   19, Jun — 21, Jun
TBA BR   22, Jun — 24, Jun
Amsterdam NL   25, Jun — 28, Jun
Latest comments
by Charlotte Delannoy
5 hours ago

Thanks a lot ! Did you give some masterclass of something ?

How is the Clovers sit on top between tiles? for mine, blend modes doesnt seem to be working... they follow the height of the tiles which results in extreme distortion of clovers following the height changes of tiles

by Gary Sanchez
8 hours ago

I really liked Cris Tales, its a Colombian game, i really like it how it looks, its like a old JRPG with a unique graphic style: https://www.youtube.com/watch?v=EXAUWjhqeKg

Proland
Tools
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Proland is a C++/OpenGL library for the real-time rendering of multi-resolution terrains (up to whole planets), the real-time management and edition of vector data (representing for instance roads or rivers), the rendering of atmosphere and clouds, the rendering and animation of the oceans, and the rendering of forests. All data are loaded or generated on the fly according to the viewpoint, and can be combined procedurally. For instance the shape and texture of a terrain can be modified using vector data representing roads and rivers.

Features

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Aerial view of terrain in Proland © Proland, 2016

  • Terrains

Terrain data can be stored on disk, procedural, or a mix of the two (e.g., to amplify real data with fractal details); Terrain data can be used for anything (elevation, normals, horizon maps, color texture, tree density maps, etc); preprocessing tools are provided to convert terrain data to our internal format, to precompute horizon maps for terrain shadows, etc. Proland comes with precomputed data for the whole Earth, at 500m/pixel for colors and 90m/pixel for elevations.

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A road created in Proland © Proland, 2016

  • Roads

Roads are specified with Bezier curves, and are automatically integrated in the terrain shape (to get flat and horizontal roads even on bumpy terrains) and in the terrain texture. The Bezier curves can be edited interactively; the roads are recomputed in real-time after each edit.

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A forest filled terrain in Proland © Proland, 2016

  • Atmosphere

The atmosphere is rendered in real time from any viewpoint from ground level to outer space, while taking Rayleigh and Mie multiple scattering into account. It correctly reproduces daylight and twilight sky color and aerial perspective for all view and light directionsatmosphere The atmosphere is rendered in real time from any viewpoint from ground level to outer space, while taking Rayleigh and Mie multiple scattering into account. It correctly reproduces daylight and twilight sky color and aerial perspective for all view and light directions.

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Proland sea lighting © Proland, 2016

  • Oceans

The ocean is rendered, animated and illuminated in real-time, at all scales and for all viewing distances. Our ocean correctly reflects the Sun and the sky light at all scales, yielding very realistic results.

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Proland snowy mountains © Proland, 2016

  • Edition

Any terrain data can be edited on the fly, while navigating in the 3D scene: the terrain shape, its texture, the roads, the tree density maps, etc.

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A mountain forest in Proland © Proland, 2016

  • Forests

Forests are rendered with hundreds of thousands of instantiated billboards, in real-time.

  • Modularity

Proland is made of a core library and of 7 predefined and independent plugins, each in its own dynamic library (DLL). You can easily add your own plugins to add new functionalities to Proland.

Questions
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